New: added a new parameter to TwBarAddVarRW_Float(), TwBarAddVarRW_Integer(),
TwBarAddVarRW_ColorRGBA() and TwBarAddVarRW_Vector3f() of HYP_Utils lib in order
to set min, max and step of the tweaked variables.

New: added Create() to HYP_Texture lib in Python.

Bugfix: crash if an invalid render target was specified in a step of a post processing effect.

[::Release 0.2.5 - 2010.09.28::]

New: added double precision fp64 support to GPU program (in XML, and in Python / Lua).

Change: Live Updaters (GPU programs and Python/Lua) are now a feature of the PRO version.

Bugfix: in shadow mapping. The shadow caster state of an object could be set by scripting.

Bugfix: improved GPU shaders live updater: now uniform variables declared in the XML file are
properly updated when a GLSL shader is modified.

Bugfix: GPU shaders live updater: new GPU Program objects were not taken into account.

Bugfix: in lens flare engine.

[::Release 0.2.0 - 2010.08.18::]

New: added the support of PhysX fluids in the HYP_PhysX library (Python and Lua).

New: added a small subset of ZoomGPU functions in new HYP_ZoomGPU lib (Lua / Python).

New: added Sleep() to HYP_Utils. Sleep() allows to set the sleep delay of GeeXLab main rendering thread.

New: added Create() and SetFaceIndices() to HYP_Mesh lib.

New: added GetVectTo() to HYP_Object. This function is based on Blender KX_GameObject.getVectTo(other).
See http://www.blender.org/documentation/249PythonDoc/GE/GameTypes.KX_GameObject-class.html#getVectTo
for more information.

New: added support of OpenCTM mesh file format.

New: added a new GPU program node: gpu_program XML node, and HYP_GpuProgram Python and Lua
library. The GPU program node uses OpenGL 2.0 API and should replace in the future the old
shader_program node based on OpenGL 1.5.

New: added a simple internal 3D object viewer: just drop a 3D object in GeeXLab, and it will be displayed
(as long as no scene has been loaded - once a scene has been loaded, the internal viewer is disabled).

New: added export_pack_source_code attribute in script node to force the export of script source code to binary scene. By default if a script is not embedded in XML, the script file is not packed in binary scene file.

Change: updated with Python 2.6.4

Bugfix: in HYP_Utils.SetDrawVertexNormalLengthFactor() in Python. Length was processed by an integer leading to very large factors.

Bugfix: in the W4K loader when there were several materials per mesh.

[::Release 0.1.14 - 2009.11.16::]

New: added float_depth_buffer attribute to shadow_mapping element of scene node. Setting this attribute to TRUE allows to use a 32-bit floating point depth buffer for shadow mapping.

Change: modified fullscreen management (now available in the free version).

New: added in config file the possibility to initialize the number of bits for color, depth and stencil buffers.

Change: VSYNC is OFF by default.

Bugfix: fixed a crash in anti-aliasing on Radeon when MSAA was greater than max MSAA supported.

Bugfix: in the Python version of HYP_Utils::OpenUrl().

[::Release 0.1.12 - 2009.10.12::]

New: added mouse buttons (left and right) to hotkey node. Now you can attach a hotkey to mouse buttons.

New: added GetTextureId() to HYP_Material for Python API.

New: added an error message if run mode attribute of xml script node has an invalid value.

Bugfix: fixed a vicious (and very old...) bug in the bump mapping management: the tangent space vector was passed to the GPU shader in a way the bump mapping worked on NVIDIA and in some cases didn't work on ATI boards. Now tangent space vector is properly sent to the shader.

[::Release 0.1.11 - 2009.10.09::]

Change: in scene node. Element background_image is now called background and image attibute is now called filename.

Bugfix: regular texture not used in the step of a post_processing node. Only render textures were used.

Change: when the 3D window is minimized (width=0 and height=0), the rendering of the scene is not done anymore (that includes post rendering scripts). That allows to fix a bug with PyOPenGL: when 3D window is minimized, post rendering scripts that contain PyOpenGL code have a runtime error...